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gl_rasterizer: Use the shared texture buffer for the lighting lut.
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5a9cde138d
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4679487640
@ -78,9 +78,6 @@ RasterizerOpenGL::RasterizerOpenGL()
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uniform_block_data.proctex_lut_dirty = true;
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uniform_block_data.proctex_diff_lut_dirty = true;
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for (int i = 0; i < 24; i++)
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uniform_block_data.data.lighting_lut_offset[i / 4][i % 4] = 256 * i;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
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uniform_size_aligned_vs =
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Common::AlignUp<size_t>(sizeof(VSUniformData), uniform_buffer_alignment);
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@ -138,18 +135,6 @@ RasterizerOpenGL::RasterizerOpenGL()
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glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle());
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// Allocate and bind lighting lut textures
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lighting_lut.Create();
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state.lighting_lut.texture_buffer = lighting_lut.handle;
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state.Apply();
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lighting_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER,
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sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
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GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::LightingLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
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// Setup the LUT for the fog
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fog_lut.Create();
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state.fog_lut.texture_buffer = fog_lut.handle;
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@ -1951,10 +1936,25 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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sizeof(GLvec4) * 256 + // proctex
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sizeof(GLvec4) * 256; // proctex diff
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if (!uniform_block_data.lighting_lut_dirty_any && !uniform_block_data.fog_lut_dirty &&
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!uniform_block_data.proctex_noise_lut_dirty &&
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!uniform_block_data.proctex_color_map_dirty &&
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!uniform_block_data.proctex_alpha_map_dirty && !uniform_block_data.proctex_lut_dirty &&
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!uniform_block_data.proctex_diff_lut_dirty) {
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return;
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}
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u8* buffer;
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GLintptr offset;
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bool invalidate;
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size_t bytes_used = 0;
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glBindBuffer(GL_TEXTURE_BUFFER, texture_buffer.GetHandle());
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std::tie(buffer, offset, invalidate) = texture_buffer.Map(max_size, sizeof(GLvec4));
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// Sync the lighting luts
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if (uniform_block_data.lighting_lut_dirty_any) {
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if (uniform_block_data.lighting_lut_dirty_any || invalidate) {
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for (unsigned index = 0; index < uniform_block_data.lighting_lut_dirty.size(); index++) {
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if (uniform_block_data.lighting_lut_dirty[index]) {
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if (uniform_block_data.lighting_lut_dirty[index] || invalidate) {
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std::array<GLvec2, 256> new_data;
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const auto& source_lut = Pica::g_state.lighting.luts[index];
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std::transform(source_lut.begin(), source_lut.end(), new_data.begin(),
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@ -1962,11 +1962,14 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
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});
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if (new_data != lighting_lut_data[index]) {
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if (new_data != lighting_lut_data[index] || invalidate) {
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lighting_lut_data[index] = new_data;
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glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
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glBufferSubData(GL_TEXTURE_BUFFER, index * new_data.size() * sizeof(GLvec2),
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new_data.size() * sizeof(GLvec2), new_data.data());
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std::memcpy(buffer + bytes_used, new_data.data(),
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new_data.size() * sizeof(GLvec2));
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uniform_block_data.data.lighting_lut_offset[index / 4][index % 4] =
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(offset + bytes_used) / sizeof(GLvec2);
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uniform_block_data.dirty = true;
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bytes_used += new_data.size() * sizeof(GLvec2);
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}
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uniform_block_data.lighting_lut_dirty[index] = false;
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}
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@ -2068,6 +2071,8 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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}
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uniform_block_data.proctex_diff_lut_dirty = false;
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}
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texture_buffer.Unmap(bytes_used);
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}
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void RasterizerOpenGL::UploadUniforms(bool accelerate_draw, bool use_gs) {
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@ -289,8 +289,6 @@ private:
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OGLTexture texture_buffer_lut_rg;
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OGLTexture texture_buffer_lut_rgba;
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OGLBuffer lighting_lut_buffer;
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OGLTexture lighting_lut;
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std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
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OGLBuffer fog_lut_buffer;
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@ -1224,7 +1224,6 @@ uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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uniform samplerBuffer lighting_lut;
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uniform samplerBuffer fog_lut;
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uniform samplerBuffer proctex_noise_lut;
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uniform samplerBuffer proctex_color_map;
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@ -1252,7 +1251,7 @@ vec3 quaternion_rotate(vec4 q, vec3 v) {
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(lighting_lut, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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vec2 entry = texelFetch(texture_buffer_lut_rg, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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@ -57,7 +57,6 @@ static void SetShaderSamplerBindings(GLuint shader) {
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// Set the texture samplers to correspond to different lookup table texture units
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);
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SetShaderSamplerBinding(shader, "lighting_lut", TextureUnits::LightingLUT);
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SetShaderSamplerBinding(shader, "fog_lut", TextureUnits::FogLUT);
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SetShaderSamplerBinding(shader, "proctex_noise_lut", TextureUnits::ProcTexNoiseLUT);
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SetShaderSamplerBinding(shader, "proctex_color_map", TextureUnits::ProcTexColorMap);
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@ -58,8 +58,6 @@ OpenGLState::OpenGLState() {
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texture_buffer_lut_rg.texture_buffer = 0;
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texture_buffer_lut_rgba.texture_buffer = 0;
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lighting_lut.texture_buffer = 0;
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fog_lut.texture_buffer = 0;
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proctex_lut.texture_buffer = 0;
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@ -237,12 +235,6 @@ void OpenGLState::Apply() const {
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glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer);
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}
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// Lighting LUTs
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if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
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glActiveTexture(TextureUnits::LightingLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer);
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}
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// Fog LUT
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if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) {
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glActiveTexture(TextureUnits::FogLUT.Enum());
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@ -394,8 +386,6 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
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texture_buffer_lut_rg.texture_buffer = 0;
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if (texture_buffer_lut_rgba.texture_buffer == handle)
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texture_buffer_lut_rgba.texture_buffer = 0;
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if (lighting_lut.texture_buffer == handle)
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lighting_lut.texture_buffer = 0;
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if (fog_lut.texture_buffer == handle)
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fog_lut.texture_buffer = 0;
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if (proctex_noise_lut.texture_buffer == handle)
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@ -20,7 +20,6 @@ constexpr TextureUnit PicaTexture(int unit) {
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return TextureUnit{unit};
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}
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constexpr TextureUnit LightingLUT{3};
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constexpr TextureUnit FogLUT{4};
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constexpr TextureUnit ProcTexNoiseLUT{5};
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constexpr TextureUnit ProcTexColorMap{6};
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@ -113,10 +112,6 @@ public:
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} texture_buffer_lut_rgba;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} lighting_lut;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} fog_lut;
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